sugarcube-2
twinejs
sugarcube-2 | twinejs | |
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18 | 408 | |
155 | 1,795 | |
- | - | |
0.0 | 8.5 | |
12 days ago | 3 days ago | |
JavaScript | TypeScript | |
BSD 2-clause "Simplified" License | GNU General Public License v3.0 only |
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sugarcube-2
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Issues with Numberpool Macro
I'm currently using Twine 2.3.9 with Sugarcube 2.36.1 and trying to run the numberpool macro. I've posted the CSS and JS files into the "Edit Story Stylesheet" and "Edit Story JavaScript" text boxes, respectively. But when I try to run the numberpool macro, I wind up with the error code:
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Twine for beginners
SugarCube is a little more barebones, but this also means more freedom. If you are a little more experienced with HTML, CSS and JavaScript (or plan to learn some by making a Twine game), I'd recommend learning SugarCube rather than Harlowe. Documentation: https://www.motoslave.net/sugarcube/2/
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How to create a story game with Javascript
You can go without it and feel fine. But if you have custom stuff, you'll use some macros and scripts. What are they? Imagine Twine as a core, but it has various engines that do things differently. It supports four such engines(story formats) to make the creation process more accessible. Each of them varies in complexity. In this article, I'll be using SugarCube.
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Question regarding variables
I strongly suggest you consider changing your project to using the 2.x series of SugarCube instead.
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Help learning to create macros and/or widgets
As for examples, I would suggest looking at the source code of SugarCube's own built-in macros, because they use the same APIs as you would to create your own custom macros.
- Changing the tooltip for the UI Buttons
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How To Make a Sliding Bar
I'd recommend switching to the SugarCube story format, if it's not too late for you to do that. It has an approach which is far more open and amenable to creating your own custom inputs, such as sliding bars.
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Well hello I have a newbie question about using a custom GUI for twine stories
I strongly recommend using the SugarCube story format, since it's flexible and has the most built-in tools of any of the default Twine story formats. In the SugarCube "CSS" documentation section, it shows you how you can change backgrounds using tags you set in your passages and CSS you put in your Stylesheet section. Also, if you really want to have your own UI in SugarCube, you can use the StoryInterface special passage to change the layout however you want (though this will take knowing a bit of HTML and CSS).
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Pre-checked Checkbox
This means that you just need to update your version of SugarCube to get your code to work. The easiest way to do that is to just update to the latest stable release of the Twine editor. If you're not using the Twine editor, then you can download the latest version of the SugarCube story format from the SugarCube site.
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Selectors and stuff css for Stylesheet twine
I'm not quite sure what you mean by a "full list of selectors". I'd recommend checking out the SugarCube "CSS" documentation, especially the "Built-in Stylesheets" section. You might also check out the "Bleached" stylesheet, from the SugarCube 2 page.
twinejs
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Ask HN: Modern Day Equivalent to HyperCard?
I think you and your kid would have fun designing a Choose Your Own Adventure game in Twine. https://twinery.org/
FWIW, there are a bunch of simple modern GUI builders, including GUI builders for the web, but none of them are popular, due to the sweet spot of supply and demand that Hypercard hit.
When Hypercard launched, it came with every Mac, it was free, and there was nothing else like it available on the Mac. On the Mac, the alternative to Hypercard was to layout UI widgets in code, with no GUI builder at all, or eventually to pay $$$ for a professional-grade IDE like CodeWarrior. As an entry-level user with no budget, if you wanted a GUI builder for the Mac, you got Hypercard, or nothing. This created a community of Hypercard enthusiasts.
Furthermore, when Hypercard launched, Macs had a standard screen resolution. Every Mac sold had a screen resolution of 512x342 pixels, so you could know for sure how your cards would look on any Mac. Supporting resizable GUIs is one of the hardest things to do in any GUI builder. (How should the buttons layout when the screen gets very small, like a phone? Or very wide, like a 16:9 monitor?) Today, Xcode uses a sophisticated constraint solver / theorem prover to allow developers to build resizable UIs in a GUI; it works pretty well, I think, but it's never going to be as easy to learn as "drag the button onto the screen and it's going to look exactly like that everywhere."
The last issue is the real killer for modern Hypercard wannabes: it's a small step from a web GUI builder to raw HTML/CSS. You don't have to pay big bucks to have access to professional-grade HTML, CSS, and JavaScript. Sure, they're not that easy to learn, but you can teach a kid to write interactive web pages, no problem.
As a result, the demand for a simple GUI builder is lower than it was for Hypercard, and even when you do capture a user, they tend to outgrow your product, and there are a zillion competitors, so none of them can build a community with real traction.
- Show HN: Twine – Gorgeous open source multiplatform RSS app
- Ask HN: Yo wants to build a game, I'm lost. What can I do?
- Ask HN: Software to Develop Interactive Stories?
- Suggestions: A simple human-readable format for suggesting changes to text files
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About Text based games,basically
There's ChoiceScript by Choice Of Games. It's more along the lines of Choose Your Own Adventure. If you're hoping to make something with a fair amount of random events, you might want to check out Twine.
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Harlowe 3.3.7 & Tweego
I'm trying to update tweego with the story format harlowe 3.3.7. I've copied the .json and .icon files for Harlowe 3.3.7 from here : https://github.com/klembot/twinejs/tree/develop/public/story-formats
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cRPG's often have poor writing. Why is that?
Here are 2 interactive story game engines: * https://www.renpy.org/ * https://twinery.org/
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tobyFoxIsWild
You use something like https://twinery.org/ for creating the dialogues, and then write abstract code to handle that.
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I feel like im too dumb to make my own game
The engine here https://twinery.org/
What are some alternatives?
TwineHacker - Chrome\Firefox dev-tools extension: How To Debug(Or Cheat) Twine{SugarCube} Variables
RenPy - The Ren'Py Visual Novel Engine
custom-macros-for-sugarcube-2 - A collection of systems and macros for Twine.
ink - inkle's open source scripting language for writing interactive narrative.
harlowe-audio - An audio library for use with the Twine 2 story format Harlowe (v2.x or higher).
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
harlowe-macro-api - Adds an accessible, simplified framework to Harlowe for creating custom macros in JavaScript.
dialogic - 💬 Create Dialogs, Visual Novels, RPGs, and manage Characters with Godot to create your Game!
tweego-setup - A Tweego project boilerplate.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
cycy-wrote-custom-macros - Macros for SugarCube 2.
gitbook - The open source frontend for GitBook doc sites